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The Alpha 9 Preview-Thread


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#1 JuliusColtranePille

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Posted 11 February 2012 - 04:59 PM

hey dear community,

as february gets older the next alpha release gets closer.

i would like to accumulate pics, general news, alpha 9 related discussions (concerning rather alpha-9-specific issues), roadmap-wiki-tickets-comments and stuff here.



let it begin,
cheers!
"Jazz means Freedom."

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#2 Pureon

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Posted 11 February 2012 - 08:31 PM

Here's a clip showing the Roman ballista and some of the Roman units


It's quite likely that some of those units have changed since I filmed this.


Another video showing some of the ships that we've animated for Alpha 9:


Most of the existing rowing ships now have rowing animations.


Here's a Roman helmet I modeled and textured recently:

Posted Image
Before anyone comments about it being low res - in-game the helmet is tiny ;)
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#3 Mythos_Ruler

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Posted 11 February 2012 - 08:57 PM

Sworn enemies.

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  • Attached Image: sworn enemies.jpg

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#4 Geek377

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Posted 12 February 2012 - 12:09 AM

Nice clips Pureon, I'm gonna have some fun with the new Roman ballista :D
And Michael, that could be some really good PR stuff. (hi-res implied)
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#5 L'ethu

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Posted 12 February 2012 - 06:55 AM

Awesome, i can't wait to see the release.

#6 ribez

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Posted 12 February 2012 - 04:42 PM

+1 for rowing animations (y)

now ships lacks of only 3 things:
  • smooth rotation when the ship change direction
  • wakes
  • graphic of row that enter the water
:P

#7 Guest_afeder_*

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Posted 12 February 2012 - 08:26 PM

View Postribez, on 12 February 2012 - 04:42 PM, said:

now ships lacks of only 3 things:
  • smooth rotation when the ship change direction
  • wakes
  • graphic of row that enter the water
Can we do this? I hope we can.

#8 Wijitmaker

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Posted 12 February 2012 - 08:45 PM

Maybe this has been pointed out somewhere else... but, just in case, it is kind of odd how when the origin of a particle leaves the screen it makes all of the particles disappear that are attached to it.

Is there a way to treat particles different than models for when they are clipped from rendering in the view?
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#9 Jeru

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Posted 12 February 2012 - 09:06 PM

Holy crap! (y)

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#10 historic_bruno

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Posted 12 February 2012 - 09:36 PM

View Postafeder, on 12 February 2012 - 08:26 PM, said:

Can we do this? I hope we can.
Yes.

View PostWijitmaker, on 12 February 2012 - 08:45 PM, said:

Maybe this has been pointed out somewhere else... but, just in case, it is kind of odd how when the origin of a particle leaves the screen it makes all of the particles disappear that are attached to it.

Is there a way to treat particles different than models for when they are clipped from rendering in the view?
Sounds like the same type of issue as for shadows, the model is arbitrarily culled at a certain distance outside the camera view, which doesn't always look correct :(
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#11 Pureon

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Posted 12 February 2012 - 10:05 PM

View Postribez, on 12 February 2012 - 04:42 PM, said:

+1 for rowing animations (y)

now ships lacks of only 3 things:
  • smooth rotation when the ship change direction
  • wakes
  • graphic of row that enter the water
:P

The next improvement I'd like to see is dynamic sail animations - When a ship begins to move the sail will inflate based on the ship's speed.


View Posthistoric_bruno, on 12 February 2012 - 09:36 PM, said:

Sounds like the same type of issue as for shadows, the model is arbitrarily culled at a certain distance outside the camera view, which doesn't always look correct :(

Although to be fair, I was fully zoomed in when recording that video, and I doubt any gamer would be that close to the action in a real match. Since the reason it gets culled is to benefit performance, I'd leave it as it is at present ;)
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#12 Ykkrosh

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Posted 12 February 2012 - 10:58 PM

We compute bounding boxes of particle emitters correctly (I think), and treat them like any other prop on the model. The problem might be that we ignore the bounding boxes of all props when deciding to cull a unit during rendering (and if the unit is culled then no props are drawn). That should be fixed to either use the correct bounding box, or to cull and submit each prop model independently.
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#13 Mythos_Ruler

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Posted 13 February 2012 - 12:56 AM

I think the issue is when there is a registered "hit." The smoke from the catapult projectile instantly disappears.
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#14 Echelon9

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Posted 13 February 2012 - 10:43 AM

Mythos_Ruler said:

1329094569[/url]' post='234107']
I think the issue is when there is a registered "hit." The smoke from the catapult projectile instantly disappears.
It also happens when closely zoomed and the projectile moves off the edge of the screen during flight. The trailing particles disappear concurrently due to culling.

#15 hhyloc

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Posted 13 February 2012 - 03:24 PM

View PostMythos_Ruler, on 11 February 2012 - 08:57 PM, said:

Sworn enemies.
Nice screenshot! (y)

#16 vts

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Posted 13 February 2012 - 07:24 PM

View PostYkkrosh, on 12 February 2012 - 10:58 PM, said:

We compute bounding boxes of particle emitters correctly (I think), and treat them like any other prop on the model. The problem might be that we ignore the bounding boxes of all props when deciding to cull a unit during rendering (and if the unit is culled then no props are drawn). That should be fixed to either use the correct bounding box, or to cull and submit each prop model independently.

I'm quite confident that the particle emitter bounds are computed correctly; I remember inspecting them during the selection box update. I believe that update also added a method to grab a recursive version of a model's box (before that I think the bounds didn't include props recursively), so perhaps there's still an old call to the non-recursive version lingering somewhere in the projectile code. I'll have a look and see if it's an easy fix.

* EDIT: committed r11062, try again now.
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‹Mythos_Ruler› Give that batch some uniforms. Batches love uniforms.

#17 JuliusColtranePille

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Posted 14 February 2012 - 10:19 AM

View Postribez, on 12 February 2012 - 04:42 PM, said:

+1 for rowing animations (y)

now ships lacks of only 3 things:
  • smooth rotation when the ship change direction
  • wakes
  • graphic of row that enter the water
:P

and a little bit of swell (sea disturbance) as it was in AOE III would be very nice!

regards!


are there any updates on q-bot?
and i think spahbod's supernice random-maps should be implemented ;)

"Jazz means Freedom."

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#18 Pureon

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Posted 15 February 2012 - 09:12 PM

(Lets get this topic back on track guys!!)


Look here everyone, a new Roman building:

Posted Image
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#19 ribez

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Posted 15 February 2012 - 09:45 PM

View PostPureon, on 15 February 2012 - 09:12 PM, said:

(Lets get this topic back on track guys!!)


Look here everyone, a new Roman building:

Posted Image

oh... lovely :victory:

it's barracks?

#20 Pureon

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Posted 15 February 2012 - 09:51 PM

View Postribez, on 15 February 2012 - 09:45 PM, said:

oh... lovely :victory:

it's barracks?

Yes it is :)
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